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Actually this is wrong.
Just what I thought, thanks for clearing that up, Matt 
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Also, tesselation is needed for vertex lighting
Excuse me but I just have to ask... if surface tesselation is needed for good-looking dynamic lights and BSP as well, could you think of ways the q3 engine might handle these two points without tesselation? Obviously, q3 does not split large blocks into smaller polygons and, following what the ingame wireframe tells me, it doesn't do so at runtime, either. However, it does use BSP and it does use dynamic lights. Any ideas?
Last edited by The Matrix; 01/26/06 16:11.